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madworlder

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Everything posted by madworlder

  1. Been playing around with normal hit 5A starter. There's going to be a load of other paths, but it's worth noting that 5A doesn't ever seem to allow 5D>6D. first combo: [T1L3] 5A 2C 5C 5D 236A 5A 5B 5D 214B 5B 2C j.B j.C j.D second combo: [T5] 5A 2C 5C 5D 2D 236B j.B (j.C) dj j.B j.C 214B
  2. How are you managing to connect 2A after a D chain beginning with 2D?
  3. try to clash with 5B if you're on the ground and mix it up. In the air, her j.A tends to beat out Cathy's j.B, so it becomes difficult. I'd recommend j.E. It's a tough matchup for sure, and probably the matchup I have the least experience with.
  4. you can fight her by beating score attack if that's still a thing or by getting to the third tier of a character's tenth challenge. you can not beat her.
  5. Relative to Love, Wind has much worse meter gain and HP. I'm not saying it's bad, it's just how it is. ,
  6. It's like it says on the wiki, Wind, Love, or Ice. Wind gets pushblock to get her out of bad defensive situations, but meter gain and health suffer. Love is great meter gain, great health, solid arcana all around. Ice is lol offense 100% but you can never burst. If you want to play around with other things, Onkuu uses Fenrir, but loses a lot. Halo is a good arcana for other characters and Cathy has cool Halo combos. Sin has some potential. Cathy doesn't get what I'd call "real oki" often, the only hard knockdown she has is from tilt throw. after j.C you can cancel into an Arcana move like Wind 214E. Any time your opponent blocks a missile you can throw out an Arcana move. After you use an Arcana eclipse you can throw out Chibigawa or Tick-tock Boom Boom or a missile or whatever you'd like, really. Watch some matches of Hami, since it's easier to tell what he's doing compared to Emujima.
  7. aw man just look at any video of emujima, hami, or me in love max and you're bound to see it. I don't think onkuu uses that route, and I know emujima prefers to use a 1C ender as opposed to 5B. edit: http://youtu.be/hzGBeUWthkY just for you
  8. if anyone manages to do it on pad, record it and upload 'cuz I wanna see
  9. It's charge, and df is down forward, it's just sloppy notation.
  10. she's a strong contender for best character in 6s as I understand
  11. Yes, not much is changing in Six Stars, and it'll probably be at least a year before it comes out on console.
  12. I wouldn't hold your breath for Six Stars!!!!!!. It'll take some time. The game doesn't see play much besides a very dedicated community, the aesthetic throws off a lot of people. I hear it has some popularity in the Smash scene. There are regional followings in PA, NC, UK, and a few other scattered areas outside of Japan. Not a lot to be said, show up to a Big E major and there will probably be Arcana players there.
  13. Faust's head bomb isn't bad, but if he's abusing it you should be able to just walk under Faust while he's high jumping and punish as he lands. If he's doing it from normal height, go ahead and smack him with j.P. He' has to land eventually, you could also cr.H him appropriately or try to time an A' to hit him from behind. If you're sure he's going to throw the head bomb, you might as well go for the high jump to punish it- I say stay close to the ground to avoid the air normals, but if he's using head bomb instead, hit him out of that.
  14. j.P is the best option for hitting the opponent in that case, but I don't see a reason for Bedman to be in that situation in the first place. You've got great ways to move back down to the ground (more than anyone else!), and Bedman's air options aren't good enough to warrant him trying to challenge people in the air if he can avoid it.
  15. It's not an easy matchup for a new player. Even though her dust is unsafe by frames, spacing makes it extremely difficult to punish. Try doing some stuff in training mode, you might only be able to get f.5S into your own pressure. You won't get a chance to chase a good Millia down, she'll be in your face too fast. Play defensive with 6P, aerial Task B to stop airdashes, or Task C Deja Vu if you're lucky enough to get one out. Against characters other than Millia, your "chase someone down" move is Task A'. It's a free in against just about everyone in the cast. It's unfortunately just too slow to use in this matchup.
  16. Poultrygeist asked me about my opinion about Bedman staying close to the ground, so I want to discuss that in the general thread. I don't mean that Bedman should not be jumping, but the higher up Bedman gets, the more difficult it becomes to reliably land safely. His options for getting frame advantage become more difficult to connect as he gets higher in the air. From high jump, it's better to wait until after your jump's peak to air dash, but it's slow and his jumping normals just aren't abusable enough to stop anti-airs. You may be able to use Tasks in the air to mitigate that. Regular jumping and moving anywhere besides up is very strong for overhead options and continuing pressure, especially from f.5S. I personally don't feel the need to go higher than normal jump height in most matchups. Task A Deja Vu is faster than a regular Task A. If you have the A seal out, I think it's almost always better to use the Deja Vu than a regular Task A. You can YRC it really early, too.
  17. lie down, try not to cry, cry a lot repeat
  18. It's an annoying matchup, but pretty even from what I can gather. Try your best to crouching H him out of items and pokes, make use of dash's guard point if there's an item you can take advantage of. Bedman really likes the black hole for "short hop" mixups and really hates the trampoline (maybe it's just me, but I think Bedman should stay pretty close to the ground unless he absolutely needs an A' out). Speaking of A', Faust can open a door if he thinks you're getting too cheeky with your Task As or A's. Faust is strong in the air but Task C Deja Vu works exactly like you'd want it to in this matchup. The biggest troubles come from neutral, where Faust can harass Bedman at mid-range with very little risk. Just try to either create space so you can Task A or use a crouching H, and go from there, or call out a poke with 6P or dash guard point and start applying pressure.
  19. That's a mission mode combo, son.
  20. Task C can be TK'd, it's just not useful. There's a few combos that use j.236K in the combo thread. An important thing to remember is that f.5S is jump cancelable, so if you're too far away to do 2K c.5S 5H1 2D 236K, you could instead do 2K f.5S 2369K. It's probably still punishable, especially if they have a fast, advancing attack. You could YRC any Deja Vu Task B and throw a TK A'. There's not quite as many setups, but any time during neutral you would throw A', it's probably better to TK it unless you want it to hit behind them.
  21. please post a trigger warning if you're going to post something triggering like "elphelt's grenades"
  22. That's a good question, I never noticed that. I suppose because it's a little harder to combo into?
  23. Hemi Jack is generally terrible against I-no due to how easily she can approach and open up Bedman. If the I-no you were playing against did nothing but throw notes and fullscreen Chemical Love, I could see Hemi Jack being decent, but don't rely on it against better players.
  24. I throw out Sinusoidal Helios during pressure like a champ and counterhit people out of thinking it's unsafe. Merry Christmas, Bedmen.
  25. Yeah, A' is still a projectile.
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